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Adam Marrs

@acmarrs.bsky.social
1.4K followers 87 following 46 posts

Graphics and video games. Principal Graphics Engineer at NVIDIA. Computer Science PhD. Thoughts here are my own.

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Reposted by Adam Marrs
Chris Wallis @chriskwallis.bsky.social · 06/10/2026
Super proud of the rendering tech we pulled off in Gears of War: E-Day. Getting MegaLights and Nanite where we needed was a huge accomplishment but there's so much more on top of that. Tons of custom tech in the volumetrics, characters, destruction, ray tracing, and lighting
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Adam Marrs @acmarrs.bsky.social · 01/10/2026
The first game to Ray Trace Nanite has arrived! Gears of War: E-Day is out now - with super charged ray tracing powered by RTX Mega Geometry. Proud of what we achieved with our friends at The Coalition. www.nvidia.com/en-us/geforc...
nvidia.com
Gears of War: E-Day Out Now With DLSS 4.5
RTX Mega Geometry, ray tracing & 7.5X faster on average at 4K
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Adam Marrs @acmarrs.bsky.social · 27/09/2026
I started playing too - loving it!
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Reposted by Adam Marrs
Jacob Freeman @geforce-jacobf.bsky.social · 28/08/2026
Behind the scenes look of RTX Mega Geometry with a visualization in Gears of War: E-Day. When enabled, more of the nanite geometry is ray-traced giving you 50-100x more geometric detail.
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Reposted by Adam Marrs
Jacob Freeman @geforce-jacobf.bsky.social · 25/08/2026
Gears of War: E-Day is getting RTX Mega Geometry! It will be the first game to ray trace Nanite and improves ray tracing and shadows with significantly more geometric detail 👍 www.nvidia.com/en-us/geforc...
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Adam Marrs @acmarrs.bsky.social · 26/08/2026
More details, comparison shots, and acceleration structure visualizations of RTX Mega Geometry cranking out real-time Nanite Ray Tracing in Gears of War: E-Day are in the announcement article here: www.nvidia.com/en-us/geforc...
nvidia.com
Gamescom 2026: DLSS 4.5 Ray Reconstruction
Out now for 30 games. Plus RTX Mega Geometry for Gears of War: E-Day, new trailers & more.
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Adam Marrs @acmarrs.bsky.social · 26/08/2026
I’m stoked this is finally revealed! Gears of War: E-Day is a graphics milestone - the world’s first game to ray trace Nanite in real-time, delivered with RTX Mega Geometry. Huge thanks to The Coalition for the vision and collaboration that made this result possible. youtu.be/yeMtCvxBiIM?...
youtu.be
RTX: Inside the Game | Gears of War: E-Day with DLSS 4.5 and RTX Mega Geometry
YouTube video by NVIDIA GeForce
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Adam Marrs @acmarrs.bsky.social · 03/06/2026
Fantastic reveal! Absolute baller move to just show the first ~20 minutes of the game. Feye’s hair and facial animation were standouts for me. Also, love the stellar camera work. My PS5 Pro is ready.
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Adam Marrs @acmarrs.bsky.social · 02/04/2026
youtu.be/0IrzX4LDIx8
youtu.be
The Future of Path Tracing | Best Practices, Optimizations & Future Standards
YouTube video by NVIDIA Game Developer
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Reposted by Adam Marrs
Jiayin Cao @jiayincao.bsky.social · 31/03/2026
Earlier in GDC, folks in our teams shared the latest progress of NvRTX branch of Unreal engine. The presentation is now public online youtube.com/watch?v=so9l... The source code for all the new hair pt work is available in our latest release of NvRTX as well developer.nvidia.com/game-engines...
youtube.com
What's New in RTX for Unreal Engine 5
YouTube video by NVIDIA Game Developer
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Adam Marrs @acmarrs.bsky.social · 30/03/2026
Routine Still Wakes the Deep Fort Solis Although it’s technically a puzzle game, Maquette has a wonderful narrative
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Reposted by Adam Marrs
Nicolas Lopez @nicolas-lopez.bsky.social · 13/03/2026
Our Micropolygon pipeline (MPH) rendering the NVIDIA Zorah demo assets in #Anvil. Zorah is composed of nearly 500 million triangles — but that doesn’t scare us 🙂
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Reposted by Adam Marrs
Christoph Kubisch @pixeljetstream.bsky.social · 11/03/2026
Happy to work with a very cool team and contribute to the forest ray tracing project. youtu.be/RgpAc7U29BA Great collaboration with CD Projekt Red. We will open source the Vulkan sample later this year.
youtu.be
Advances in Path Tracing: New NVIDIA RTX Mega Geometry Foliage System
YouTube video by NVIDIA Game Developer
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Reposted by Adam Marrs
Jiayin Cao @jiayincao.bsky.social · 06/03/2026
This year at GDC, my peers Evan, Kelsey, and Richard will showcase the latest progress in the UE NvRTX branch, including LSS optimized hair strands path tracing, an area I’ve had the privilege to work on over the past couple of months. schedule.gdconf.com/session/stat...
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Adam Marrs @acmarrs.bsky.social · 26/02/2026
SER and OMM have now officially arrived in DXR 1.2! devblogs.microsoft.com/directx/shad...
devblogs.microsoft.com
Announcing Shader Model 6.9 Retail and New D3D12 Improvements - DirectX Developer Blog
Today, we are pleased to announce that Shader Model 6.9 and other features have been officially released with Agility SDK 1.619 and complementary DXC 1.9.2602.16. Many of these features have been in p...
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Reposted by Adam Marrs
Lee Petty @leepetty.bsky.social · 25/02/2026
Fly through of part of a Keeper level directly in the Unreal Engine editor. Part way through I turn on all of the game objects the player doesn't see -- it takes a lot to make games work.
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Reposted by Adam Marrs
Jiayin Cao @jiayincao.bsky.social · 20/02/2026
I'd like to share @daqilin.bsky.social and I co-authored a chapter in the latest GPU Zen 4 book. We cover the engineering details of implementing ReSTIR GI & PT in UE5's NvRTX branch, adopted in NVIDIA's Zorah project showcased at CES and GDC last year. The book is now available on Amazon.
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Adam Marrs @acmarrs.bsky.social · 14/12/2025
Very well deserved! As I’ve said, I love how alive the world feels. In addition to the “obvious” 😉 next steps, I’d love to see further enhancements to characters - specifically in facial animation and eyes. Looking forward to seeing how the engine evolves!
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Reposted by Adam Marrs
Devolver Digital @devolverdigital.com · 06/11/2025
Everything about making video games is harder than you think.
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Adam Marrs @acmarrs.bsky.social · 21/10/2025
We've made the content and project files for our new Bonsai demo freely available, so you can run it yourself. Download the project, a developer guide, and even a binary executable of the demo here: developer.nvidia.com/game-engines...
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Adam Marrs @acmarrs.bsky.social · 21/10/2025
Today we released a new demo showcasing RTX Mega Geometry, ReSTIR PT, and DLSS all running together in our NvRTX branch of UE 5.6. www.youtube.com/watch?v=3qyo...
youtube.com
Bonsai Diorama Demo | NVIDIA RTX Unreal Engine 5.6.1
YouTube video by NVIDIA Game Developer
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Adam Marrs @acmarrs.bsky.social · 23/09/2025
Check out our webinar at 1pm EST / 10am PST Richard, Kelsey, and I will chat about the latest updates to RTX Mega Geometry in NvRTX 5.6 and our upcoming Bonsai showcase. Free for all. Recording available after. Register here: nvda.ws/41BVLQR
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Adam Marrs @acmarrs.bsky.social · 18/08/2025
Checking out RTX Mega Geometry in NvRTX 5.6? Download our Zorah Sample Content pack and you'll get three scenes (including the scene in this image) made by our Lightspeed Art team specifically for RTX Mega Geometry. Get it here: dlss.download.nvidia.com/demos/zorah/...
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Adam Marrs @acmarrs.bsky.social · 18/08/2025
Happy Gamescom! We've pushed an update to NvRTX 5.6 that improves performance, adds new debugging features, and brings RTX Mega Geometry to the main branch. Details and instructions on how to access NvRTX: developer.nvidia.com/blog/announc...
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Reposted by Adam Marrs
Nicolas Lopez @nicolas-lopez.bsky.social · 29/05/2025
It’s really cool to see my talk freely available for everyone. I’m proud of the work our team accomplished, and it means a lot that it’s now accessible to a wider audience. Huge thanks to the GDC team for putting it out there! #AssassinsCreedShadows #GameDevelopment #GDC2025
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Adam Marrs @acmarrs.bsky.social · 29/05/2025
Wow, the REAC Conference lineup is *stacked* this year! Looking forward to all the talks. enginearchitecture.org/2025.htm
enginearchitecture.org
REAC: 2025 Conference.
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Reposted by Adam Marrs
Louis Bavoil @louisbavoil.bsky.social · 15/05/2025
New blog post: developer.nvidia.com/blog/path-tr...
developer.nvidia.com
Path Tracing Optimization in Indiana Jones™: Shader Execution Reordering and Live State Reductions | NVIDIA Technical Blog
This post is part of the Path Tracing Optimizations in Indiana Jones™ series. While adding a path-tracing mode to Indiana Jones and the Great Circle™ in 2024, we used Shader Execution Reordering (SER)...
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Reposted by Adam Marrs
Louis Bavoil @louisbavoil.bsky.social · 15/05/2025
New blog post: developer.nvidia.com/blog/path-tr...
developer.nvidia.com
Path Tracing Optimizations in Indiana Jones™: Opacity MicroMaps and Compaction of Dynamic BLASs | NVIDIA Technical Blog
The first post in this series, Path Tracing Optimization in Indiana Jones™: Shader Execution Reordering and Live State Reductions, covered ray-gen shader level optimizations that sped up the main path...
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Adam Marrs @acmarrs.bsky.social · 15/05/2025
So stoked the Slayer is back! Rip and Tear...until it is done. www.youtube.com/watch?v=uq8s...
youtube.com
From The Ashes - DOOM: The Dark Ages (Original Game Soundtrack) OFFICIAL
YouTube video by Finishing Move Inc.
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Adam Marrs @acmarrs.bsky.social · 14/05/2025
Congrats Brian! Very well deserved.
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Reposted by Adam Marrs
Kostas Anagnostou @kostasanagnostou.bsky.social · 12/05/2025
A nice, visual introduction to reservoir sampling: samwho.dev/reservoir-sa...
samwho.dev
Reservoir Sampling
Choosing fairly when you don't know how many you're choosing from.
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Adam Marrs @acmarrs.bsky.social · 02/05/2025
Our #GDC25 talk on Path Tracing Nanite in UE5 is now available on YouTube: youtu.be/8AnVpcIczyk
youtu.be
GDC 2025 | Path Tracing Nanite in NVIDIA Zorah - Full Session Replay
YouTube video by NVIDIA Game Developer
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Adam Marrs @acmarrs.bsky.social · 30/04/2025
Our #GDC25 talk on RTX Mega Geometry and how it was used in UE5 and Alan Wake 2 is now available on YouTube: www.youtube.com/watch?v=Kblm...
youtube.com
GDC 2025 | Scale Up Ray Tracing in Games With RTX Mega Geometry - Full Session Replay
YouTube video by NVIDIA Game Developer
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Adam Marrs @acmarrs.bsky.social · 28/04/2025
It's an astonishing achievement by a (relatively) small group. Keep on playing, there are great moments of levity and humor mixed in.
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Adam Marrs @acmarrs.bsky.social · 17/04/2025
AC Shadows is a remarkable real-time graphics showcase. The world feels natural, alive, and I regularly find myself stopping to just watch the weather system do its thing. Screenshots don't do it justice, so go play it 😄.
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Adam Marrs @acmarrs.bsky.social · 16/04/2025
The Zorah Sample Content is available here: developer.nvidia.com/rtx-kit
developer.nvidia.com
NVIDIA RTX Kit
Render game assets with AI, create game characters with photo-realistic visuals, and more.
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Adam Marrs @acmarrs.bsky.social · 16/04/2025
Instructions on how to access NvRTX, our branch of Unreal Engine, are here: developer.nvidia.com/game-engines... Once you're setup, pull the nvrtx-5.4_zorah_experimental branch to try out the code.
developer.nvidia.com
NVIDIA RTX Branch (NvRTX)
Shortens development cycles and creates more stunning visuals.
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Adam Marrs @acmarrs.bsky.social · 16/04/2025
Our #GDC25 talk "Scale Up Ray Tracing in Games with RTX Mega Geometry" is now online, free to watch for all: www.nvidia.com/en-us/on-dem...
nvidia.com
Scale Up Ray Tracing in Games With RTX Mega Geometry | Game Developers Conference (GDC) 2025 | NVIDIA On-Demand
With 3D sculpting, photogrammetry, and generative AI, geometric complexity has exploded, forcing game engines to adapt
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Adam Marrs @acmarrs.bsky.social · 16/04/2025
Our #GDC25 talk "Path Tracing Nanite in NVIDIA Zorah" is now online, free to watch for all: www.nvidia.com/en-us/on-dem...
nvidia.com
Path Tracing Nanite in NVIDIA Zorah | Game Developers Conference (GDC) 2025 | NVIDIA On-Demand
In this session, we will discuss the cutting-edge algorithms and techniques behind NVIDIA's Zorah Blackwell launch demo
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Adam Marrs @acmarrs.bsky.social · 11/04/2025
@nicolas-lopez.bsky.social FYI: the Zorah sample content is now posted (see the "Download Zorah Sample" button) developer.nvidia.com/rtx-kit/. It's a chonky download at 108GB. Enjoy 😄
developer.nvidia.com
NVIDIA RTX Kit
Render game assets with AI, create game characters with photo-realistic visuals, and more.
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Adam Marrs @acmarrs.bsky.social · 27/03/2025
Also, congrats and great job with AC Shadows! I’m happy to see you all using RTXGI/DDGI-ish irradiance probes as an infinite bounce cache after the second path vertex. This is exactly what I’ve been wanting to see in (more) games since the first release of RTXGI! 🥳
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Adam Marrs @acmarrs.bsky.social · 27/03/2025
Thanks, @nicolas-lopez.bsky.social! This is unintended. I think some wires may have gotten crossed. I’ll look into it and post the correct link as soon as it’s available.
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Adam Marrs @acmarrs.bsky.social · 27/03/2025
Yup! The talk was recorded and will be available for free on the NVIDIA On Demand site. Usually takes a few weeks for it to show up. I’ll post a link when it arrives.
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Adam Marrs @acmarrs.bsky.social · 22/03/2025
Great work! Now let’s get those clusters in the BVH 😀
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Adam Marrs @acmarrs.bsky.social · 19/03/2025
We’ve released the code and content! See our talk for more info on how to access.
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Adam Marrs @acmarrs.bsky.social · 19/03/2025
To access the link, you need to have setup a GitHub account with Unreal Engine access. Instructions are here: developer.nvidia.com/game-engines...
developer.nvidia.com
NVIDIA RTX Branch (NvRTX)
Shortens development cycles and creates more stunning visuals.
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Adam Marrs @acmarrs.bsky.social · 19/03/2025
"Zorah" is a showcase of our work on RTX Mega Geometry, ReSTIR PT, and more in UE5. Really happy with the results and astonished at the incredible assets our art team built. If you are at GDC, come to our talk "Path Tracing Nanite in Zorah" tomorrow to learn more! www.youtube.com/watch?v=5wbp...
youtube.com
Zorah | Neural Rendering, Powered by GeForce RTX 50 Series and AI
YouTube video by NVIDIA GeForce
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Adam Marrs @acmarrs.bsky.social · 06/03/2025
Yup, it will be recorded and will be available to all after (for free). I’ll post the link when it’s up
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Adam Marrs @acmarrs.bsky.social · 05/03/2025
Just 2 weeks until our #GDC25 talk "Path Tracing Nanite in NVIDIA Zorah". I'm excited to talk about how we're ray tracing insanely detailed Nanite geometry in real-time. Add it to your schedule and come say hi: schedule.gdconf.com/session/path...
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